using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using MiniPac.Components;

namespace MiniPac
{
	/// <summary>
	/// This is the main type for your game
	/// </summary>
	public class Main : Microsoft.Xna.Framework.Game
	{
		public static GraphicsDeviceManager graphics;
		SpriteBatch spriteBatch;

		private Stage stage;

		public Main()
		{
			graphics = new GraphicsDeviceManager(this);
			Content.RootDirectory = "Content";

			stage = new Stage();
		}

		/// <summary>
		/// Allows the game to perform any initialization it needs to before starting to run.
		/// This is where it can query for any required services and load any non-graphic
		/// related content.  Calling base.Initialize will enumerate through any components
		/// and initialize them as well.
		/// </summary>
		protected override void Initialize()
		{
			// TODO: Add your initialization logic here

			State.gameState = GState.Playing;

			graphics.PreferredBackBufferHeight = stage.SizeY;
			graphics.PreferredBackBufferWidth = stage.SizeX + 100;
			graphics.ApplyChanges();

			State.lives = 3;

			base.Initialize();
		}

		/// <summary>
		/// LoadContent will be called once per game and is the place to load
		/// all of your content.
		/// </summary>
		protected override void LoadContent()
		{
			// Create a new SpriteBatch, which can be used to draw textures.
			spriteBatch = new SpriteBatch(GraphicsDevice);

			// TODO: use this.Content to load your game content here

			R.Init(Content);
			R.snd_theSong.Play();

		}


		/// <summary>
		/// UnloadContent will be called once per game and is the place to unload
		/// all content.
		/// </summary>
		protected override void UnloadContent()
		{
			// TODO: Unload any non ContentManager content here
		}

		/// <summary>
		/// Allows the game to run logic such as updating the world,
		/// checking for collisions, gathering input, and playing audio.
		/// </summary>
		/// <param name="gameTime">Provides a snapshot of timing values.</param>
		protected override void Update(GameTime gameTime)
		{
			// Allows the game to exit
			if (Keyboard.GetState().IsKeyDown(Keys.Escape))
				this.Exit();

			// TODO: Add your update logic here
			stage.Update(gameTime.ElapsedGameTime.Milliseconds);

			base.Update(gameTime);
		}

		/// <summary>
		/// This is called when the game should draw itself.
		/// </summary>
		/// <param name="gameTime">Provides a snapshot of timing values.</param>
		protected override void Draw(GameTime gameTime)
		{
			GraphicsDevice.Clear(Color.Black);

			// TODO: Add your drawing code here
			spriteBatch.Begin();

			stage.Draw(spriteBatch);

			spriteBatch.End();

			base.Draw(gameTime);
		}
	}
}
